384 lines
17 KiB
C
Raw Normal View History

/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: GUIEdit.h ////////////////////////////////////////////////////////////////////////////////
// Created: Colin Day, July 2001
// Desc: GUI Edit and window layout entry point
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __GUIEDIT_H_
#define __GUIEDIT_H_
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include <windows.h>
#include <stdio.h>
#include "GameClient/GameWindow.h"
#include "GameClient/WindowLayout.h"
#include "GameClient/GameWindowManager.h"
#include "GUIEditColor.h"
#include "Common/AsciiString.h"
// TYPE DEFINES ///////////////////////////////////////////////////////////////////////////////////
#define GUIEDIT_CONFIG_FILENAME "GUIEdit.cfg"
#define GUIEDIT_FONT_FILENAME "GUIEFont.txt"
#define GUIEDIT_NONE_STRING "[None]"
#define STATUS_BAR_ID 1
#define TOOLBAR_ID 2
//-------------------------------------------------------------------------------------------------
/** Edit mode states for editor */
//-------------------------------------------------------------------------------------------------
typedef enum
{
MODE_UNDEFINED = 0, ///< undefined mode
MODE_EDIT, ///< normal edit mode
MODE_TEST_RUN, ///< test input like ingame
MODE_DRAG_MOVE, ///< moving windows with the mouse
MODE_RESIZE_TOP_LEFT, ///< resize dragging top left corner
MODE_RESIZE_TOP_RIGHT, ///< resize dragging top right cornder
MODE_RESIZE_BOTTOM_RIGHT, ///< resize dragging bottom right corner
MODE_RESIZE_BOTTOM_LEFT, ///< resize dragging bottom left corner
MODE_RESIZE_TOP, ///< resize dragging top horizontal
MODE_RESIZE_RIGHT, ///< resize dragging right vertical
MODE_RESIZE_BOTTOM, ///< resize dragging bottom horizontal
MODE_RESIZE_LEFT, ///< resize dragging left vertical
MODE_KEYBOARD_MOVE, ///< moving windows with the Keyboard
MODE_NUM_MODES ///< keep this last!
} EditMode;
//-------------------------------------------------------------------------------------------------
/** The status bar is this many pieces and we can access them this way */
//-------------------------------------------------------------------------------------------------
typedef enum
{
STATUS_MODE = 0,
STATUS_PART2, /// change to meaningful name when decided what goes here
STATUS_PART3, /// change to meaningful name when decided what goes here
STATUS_PART4, /// change to meaningful name when decided what goes here
STATUS_MOUSE_COORDS,
STATUS_NUM_PARTS ///< keep this last!
} StatusPart;
//-------------------------------------------------------------------------------------------------
/** Types of pointing cursors */
//-------------------------------------------------------------------------------------------------
typedef enum
{
CURSOR_NORMAL,
CURSOR_MOVE,
CURSOR_SIZE_NESW,
CURSOR_SIZE_NS,
CURSOR_SIZE_NWSE,
CURSOR_SIZE_WE,
CURSOR_WAIT,
CURSOR_NUM_CURSORS // keep last
} CursorType;
//-------------------------------------------------------------------------------------------------
/** These entrys make up the selection list of windows */
//-------------------------------------------------------------------------------------------------
struct WindowSelectionEntry
{
GameWindow *window; ///< the window
WindowSelectionEntry *next;
WindowSelectionEntry *prev;
};
//-------------------------------------------------------------------------------------------------
/** Framework for GUI editor data */
//-------------------------------------------------------------------------------------------------
class GUIEdit
{
public:
GUIEdit( void );
~GUIEdit( void );
void init( void ); ///< initialize data
void shutdown( void ); ///< shutdown all our data
void update( void ); ///< process the universe
Bool readConfigFile( char *filename ); ///< read the configuration file
Bool writeConfigFile( char *filename ); ///< write the configuration file
void readFontFile( char *filename ); ///< read file with available font definitions
void writeFontFile( char *filename ); ///< write all loaded fonts to a file
char *getSaveFilename( void );
char *getSavePathAndFilename( void );
void setSaveFile( char *fullPathAndFilename ); ///< set filename to use for saving
HWND getWindowHandle( void ); ///< get window handle
HINSTANCE getInstance( void ); ///< get application instance
HWND getStatusBarWindowHandle( void ); ///< get status bar HWND
void createStatusBar( void ); ///< create status bar
void statusMessage( StatusPart part, char *message ); ///< set status bar textl
void createToolbar( void ); ///< create the toolbar
void setCursor( CursorType type ); ///< set cursor
void setPropertyTarget( GameWindow *window ); ///< set window for property editing
GameWindow *getPropertyTarget( void ); ///< get window editing properties
void loadGUIEditFontLibrary( FontLibrary *library ); ///< fonts available in the editor
Bool isNameDuplicate( GameWindow *root, GameWindow *ignore, AsciiString name );
EditMode getMode( void ); ///< return the current mode
void setMode( EditMode mode ); ///< set the new mode
void setUnsaved( Bool unsaved ); ///< set unsaved flag to FALSE or TRUE
Bool newLayout( void ); ///< reset editor for new layout
// grid settings
void setGridResolution( Int res );
Int getGridResolution( void );
void setGridVisible( Bool visible );
Bool isGridVisible( void );
void setGridSnap( Bool on );
Bool isGridSnapOn( void );
void setGridColor( RGBColorInt *color );
RGBColorInt *getGridColor( void );
void gridSnapLocation( ICoord2D *source, ICoord2D *snapped );
// display options for hidden/see thru windows
void setShowHiddenOutlines( Bool show );
Bool getShowHiddenOutlines( void );
void setShowSeeThruOutlines( Bool show );
Bool getShowSeeThruOutlines( void );
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// manipulating windows ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bool windowIsGadget( GameWindow *window ); ///< is the window a gadget
// selection help ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WindowSelectionEntry *getSelectList( void ); ///< get the selected list head
GameWindow *getFirstSelected( void ); ///< get first selected window
void moveWindowTo( GameWindow *window, Int x, Int y ); ///< move window
Bool isWindowSelected( GameWindow *window ); ///< is window selected
void selectWindow( GameWindow *window ); ///< add to selection list
void unSelectWindow( GameWindow *window ); ///< remove from selection list
void clearSelections( void ); ///< clear selection list
Int selectionCount( void ); ///< return # of selected windows
void deleteSelected( void ); ///< delete selected windows
void bringSelectedToTop( void ); ///< bring selected windows to top
/// select the windows that are FULLY in the region specified
void selectWindowsInRegion( IRegion2D *region );
// resizing/moving help ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void dragMoveSelectedWindows( ICoord2D *dragOrigin, ICoord2D *dragDest ); ///< move windows via drag move
/// given a position to move a window to, keep it onscreen and inside parent
void computeSafeLocation( GameWindow *window, Int x, Int y,
Int *safeX, Int *safeY );
/// given position and size to move a window to, keep it inside parent and on screen
void computeSafeSizeLocation( GameWindow *window,
Int newX, Int newY,
Int newWidth, Int newHeight,
Int *safeX, Int *safeY,
Int *safeWidth, Int *safeHeight );
/// compute new size of window using drag-resize logic
void computeResizeLocation( EditMode resizeMode,
GameWindow *window,
ICoord2D *resizeOrigin,
ICoord2D *resizeDest,
ICoord2D *resultLoc,
ICoord2D *resultSize );
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// creating new windows and controls ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/** this is called after a window is added to the editor, the window may
contain children so this might be recursively called from inside */
void notifyNewWindow( GameWindow *window );
GameWindow *getWindowAtPos( Int x, Int y ); ///< get topmost window at pos
void deleteAllWindows( void ); ///< delete all windows in the editor
void removeWindowCleanup( GameWindow *window ); ///< to cleanup before delete
void deleteWindow( GameWindow *window ); ///< delete a game window
/** when creating child windows we don't want them to exist outside the
parent so we use this to clip them to the the parent size and locations */
void clipCreationParamsToParent( GameWindow *parent,
Int *x, Int *y, Int *width, Int *height );
GameWindow *newWindow( UnsignedInt windowStyle,
GameWindow *parent,
Int x, Int y,
Int width, Int height );
GameWindow *newUserWindow( GameWindow *parent,
Int x, Int y,
Int width, Int height );
GameWindow *newPushButton( GameWindow *parent,
Int x, Int y,
Int width, Int height );
GameWindow *newCheckBox( GameWindow *parent,
Int x, Int y,
Int width, Int height );
GameWindow *newRadioButton( GameWindow *parent,
Int x, Int y,
Int width, Int height );
GameWindow *newTabControl( GameWindow *parent,
Int x, Int y,
Int width, Int height );
GameWindow *newHorizontalSlider( GameWindow *parent,
Int x, Int y,
Int width, Int height );
GameWindow *newVerticalSlider( GameWindow *parent,
Int x, Int y,
Int width, Int height );
GameWindow *newProgressBar( GameWindow *parent,
Int x, Int y,
Int width, Int height );
GameWindow *newListbox( GameWindow *parent,
Int x, Int y,
Int width, Int height );
GameWindow *newTextEntry( GameWindow *parent,
Int x, Int y,
Int width, Int height );
GameWindow *newStaticText( GameWindow *parent,
Int x, Int y,
Int width, Int height );
GameWindow *newComboBox( GameWindow *parent,
Int x, Int y,
Int width, Int height );
// menu options ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bool menuNew( void ); ///< start a new layout process
Bool menuOpen( void ); ///< hit open on menu
void stripNameDecorations( GameWindow *root ); ///< after a load
void revertDefaultCallbacks( GameWindow *root ); ///< after a load
Bool menuSave( void ); ///< hit save on menu
Bool menuSaveAs( void ); ///< hit save as on menu
Bool menuExit( void ); ///< exit application
Bool menuCopy( void ); ///< copy selected windows into copy buffer
Bool menuPaste( void ); ///< paste contents of copy buffer
Bool menuCut( void ); ///< cut selected windows into copy buffer
void checkMenuItem( Int item );
void unCheckMenuItem( Int item );
// global layout functions callbacks ------------------------------------------------------------
void setLayoutInit( AsciiString init ); ///< set layout init function name
void setLayoutUpdate( AsciiString update ); ///< set layout update function name
void setLayoutShutdown( AsciiString shutdown ); ///< set layout shutdown function name
AsciiString getLayoutInit( void ); ///< get layout init function name
AsciiString getLayoutUpdate( void ); ///< get layout update function name
AsciiString getLayoutShutdown( void ); ///< get layout shutdown function name
protected:
char *saveAsDialog( void ); ///< save as standard browser
char *openDialog( void ); ///< open standard browser
void validateNames( GameWindow *root, char *filename, Bool *valid );
void updateRadioScreenIdentifiers( GameWindow *window, Int screenID );
Bool saveData( char *filePathAndFilename, char *filename ); ///< save data to file in filePath
Bool validateParentForCreate( GameWindow *parent ); ///< validate parent OK
/// normalize a region so that lo and hi are really lo and hi
void normalizeRegion( IRegion2D *region );
/// find selection entry associated with this window
WindowSelectionEntry *findSelectionEntry( GameWindow *window );
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HINSTANCE m_appInst; ///< main application hInstance
HWND m_appHWnd; ///< main application hWnd
HWND m_statusBarHWnd; ///< status bar window handle
HWND m_toolbarHWnd; ///< toolbar window handle
EditMode m_mode; ///< the current editor "mode"
Bool m_unsaved; ///< TRUE when contents are unsaved
char m_savePathAndFilename[ _MAX_PATH ]; ///< full path and filename to file
char m_saveFilename[ _MAX_PATH ]; ///< filename only with extension
WindowSelectionEntry *m_selectList; ///< list of "selected" windows
GameWindow *m_propertyTarget; ///< the window to edit properties on
Bool m_gridVisible; ///< TRUE when grid is visible
Int m_gridResolution; ///< pixels between the grid marks
Bool m_snapToGrid; ///< TRUE when it's on
RGBColorInt m_gridColor; ///< the grid draw color
Bool m_showHiddenOutlines; ///< show outlines around hidden windows
Bool m_showSeeThruOutlines; ///< show outliens around see-thru windows
AsciiString m_layoutInitString; ///< layout initi function name
AsciiString m_layoutUpdateString; ///< layout update function name
AsciiString m_layoutShutdownString;///< layout shutdown function name
}; // end GUIEdit
// INLINING ///////////////////////////////////////////////////////////////////////////////////////
inline HWND GUIEdit::getWindowHandle( void ) { return m_appHWnd; }
inline HINSTANCE GUIEdit::getInstance( void ) { return m_appInst; }
inline HWND GUIEdit::getStatusBarWindowHandle( void ) { return m_statusBarHWnd; }
inline EditMode GUIEdit::getMode( void ) { return m_mode; }
inline void GUIEdit::setPropertyTarget( GameWindow *window ) { m_propertyTarget = window; }
inline GameWindow *GUIEdit::getPropertyTarget( void ) { return m_propertyTarget; }
inline char *GUIEdit::getSaveFilename( void ) { return m_saveFilename; }
inline char *GUIEdit::getSavePathAndFilename( void ) { return m_savePathAndFilename; }
inline void GUIEdit::setGridResolution( Int res ) { m_gridResolution = res; }
inline Int GUIEdit::getGridResolution( void ) { return m_gridResolution; }
inline void GUIEdit::setGridVisible( Bool visible ) { m_gridVisible = visible; }
inline Bool GUIEdit::isGridVisible( void ) { return m_gridVisible; }
inline void GUIEdit::setGridSnap( Bool on ) { m_snapToGrid = on; }
inline Bool GUIEdit::isGridSnapOn( void ) { return m_snapToGrid; }
inline void GUIEdit::setGridColor( RGBColorInt *color ) { m_gridColor = *color; }
inline RGBColorInt *GUIEdit::getGridColor( void ) { return &m_gridColor; }
inline Bool GUIEdit::getShowHiddenOutlines( void ) { return m_showHiddenOutlines; }
inline Bool GUIEdit::getShowSeeThruOutlines( void ) { return m_showSeeThruOutlines; }
inline void GUIEdit::setLayoutInit( AsciiString init ) { m_layoutInitString = init; }
inline void GUIEdit::setLayoutUpdate( AsciiString update ) { m_layoutUpdateString = update; }
inline void GUIEdit::setLayoutShutdown( AsciiString shutdown ) { m_layoutShutdownString = shutdown; }
inline AsciiString GUIEdit::getLayoutInit( void ) { return m_layoutInitString; }
inline AsciiString GUIEdit::getLayoutUpdate( void ) { return m_layoutUpdateString; }
inline AsciiString GUIEdit::getLayoutShutdown( void ) { return m_layoutShutdownString; }
// EXTERNALS //////////////////////////////////////////////////////////////////////////////////////
extern GUIEdit *TheEditor; ///< editor application singleton
#endif // __GUIEDIT_H_